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d3d: Fix texture scaling.
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@ -61,10 +61,10 @@ namespace {
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for(int y = l; y < u; ++y) {
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for(int x = 0; x < width; ++x) {
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u32 val = data[y*width + x];
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u32 r = ((val>>12) & 0xF) * 17;
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u32 g = ((val>> 8) & 0xF) * 17;
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u32 b = ((val>> 4) & 0xF) * 17;
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u32 a = ((val>> 0) & 0xF) * 17;
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u32 r = ((val>> 0) & 0xF) * 17;
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u32 g = ((val>> 4) & 0xF) * 17;
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u32 b = ((val>> 8) & 0xF) * 17;
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u32 a = ((val>>12) & 0xF) * 17;
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out[y*width + x] = (a << 24) | (b << 16) | (g << 8) | r;
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}
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}
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@ -75,9 +75,9 @@ namespace {
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for(int y = l; y < u; ++y) {
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for(int x = 0; x < width; ++x) {
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u32 val = data[y*width + x];
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u32 r = Convert5To8((val>>11) & 0x1F);
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u32 r = Convert5To8((val ) & 0x1F);
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u32 g = Convert6To8((val>> 5) & 0x3F);
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u32 b = Convert5To8((val ) & 0x1F);
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u32 b = Convert5To8((val>>11) & 0x1F);
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out[y*width + x] = (0xFF << 24) | (b << 16) | (g << 8) | r;
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}
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}
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@ -88,10 +88,10 @@ namespace {
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for(int y = l; y < u; ++y) {
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for(int x = 0; x < width; ++x) {
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u32 val = data[y*width + x];
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u32 r = Convert5To8((val>>11) & 0x1F);
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u32 g = Convert5To8((val>> 6) & 0x1F);
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u32 b = Convert5To8((val>> 1) & 0x1F);
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u32 a = (val & 0x1) * 255;
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u32 r = Convert5To8((val>> 0) & 0x1F);
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u32 g = Convert5To8((val>> 5) & 0x1F);
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u32 b = Convert5To8((val>>10) & 0x1F);
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u32 a = ((val >> 15) & 0x1) * 255;
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out[y*width + x] = (a << 24) | (b << 16) | (g << 8) | r;
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}
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}
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